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Rogue Report – Wake Up and Smell the Eldrazi

 

Damn it feels good to be a deckbuilder.

I’ve finally started building random wild decks again. The last meaningful constructed season, Extended, had some fun things going on (like Gifts Ungiven piles) but the format was so powerful that you didn’t have a lot of room to maneuver. Sure there were fun ways to attack both Zoo and Dark Depths, like the BW Smallpox deck that made the top eight of Grand Prix Houston, but the restraints on deckbuilding were still intense. If you couldn’t survive a turn one Thoughtseize, which a lot of my crazy decks couldn’t, you probably weren’t going to do very well.

Sure, Standard has its own monsters that have been tearing up the early Magic Online PTQs. Both Jund and UW have been dominating the pre-Rise field. Hopefully the Eldrazi come equipped with enough tools and toys to help us out.

There’s one toy I can’t help but put into every one of my decks lately. I keep finding myself messing around with green cards and tokens, so you know what that means

 

Awakening Zone 

I was going to write about some random decks I’ve been building lately, but I wasn’t sure how to frame the article. I looked at them to see what they had in common, and literally all five of them had Awakening Zone and I just hadn’t even noticed before. My point is that it’s not like I sat down intending to write an Awakening Zone article; the card just crept into every one of my decks! I’m beginning to think this card might be legitimate.

So, where to start?

First, Some Fun

The following decklist isn’t going to win any awards soon, but it was the first place I started. The deck actually sprouted from a recent Rise of the Eldrazi draft deck I had where I cast Shared Discovery three times in one turn (thanks, Mnemonic Wall!). I wondered if the wannabe Ancestral Recall could possibly keep some green creature deck fueled.

I did a Gatherer search to see if Rise had any other cards that could support this green + blue strategy that will probably be filled with a bunch of cheap cards. That’s when I saw Unified Will. This is a card that I never would have looked at had I not been thinking in terms of Shared Discovery. I look at a card like this and wrinkle my nose. However, once I saw Unified Will I knew I had a theory. Deprive also fit right into this deck, as I was likely going to have creatures that made mana anyway, so bouncing the land wouldn’t be much of a problem.

When a new set comes sometimes you just have to try the silly strategies. It’s a pretty low investment of time and effort to throw a deck like this together and play a few games. It probably won’t work, but if it does you’re in a great spot. After playing about a dozen games, this is where I last left the list:

 

The mana is not great, but with Birds of Paradise and Noble Hierarch it usually works itself out. Eldrazi Temple is kind of a gamble, but when it works it’s pretty cool. There are games where you look dominating by chaining some Nest Invaders into Shared Discoveries, all while you Unified Will the relevant spells they play.

There were two walls I ran into that stopped me from going down this road. There were obstacles I hit that I couldn’t see getting around easily, and my time and effort would be better spent elsewhere. First, Shared Discovery is juuuuust awkward enough not to be very good. Four creatures is a lot more than three creatures, and it’s not hard to fall short. Even when you do get to Shared Discovery, it’s often on the same turn that you played a creature. That means that you tapped your land for creatures, and your creatures for your spell. That means you often don’t have counterspell mana open the turn you Shared Discovery. Since the creatures you’re tapping make mana, it’s almost as if Shared Discovery costs more like 2U to cast, which while good, isn’t actually worth all the work.

The second reason I walked away from Unified Will was Earthquake. This strategy gets so utterly demolished by Earthquake. It’s pretty depressing when it happens. Sure you can counter it, but that shows the general weakness with the deck. The counterspells don’t work with the rest of the deck at all, so if you get a hand of no counterspells, your deck gets pretty well destroyed by mass removal. Then, if you do draw a hand with some counterspells, they aren’t advancing your strategy so you end up doing a lot of nothing.

This deck was teaching me about the Eldrazi, though. Testing with a spread helped me see which ones I liked. Fifteen mana is a lot more than ten mana. I think Kozilek is going to end up being the best Eldrazi, though the Artisan is also pretty awesome.

Stepping on Conley’s Toes

Our own Conley Woods wrote a Polymorph article a few days ago, so I don’t want to go too in-depth on the strategy, but I wanted to touch on a version of the deck I have been messing around with. While playing it I even got the feeling of “I shouldn’t show this to anybody because it’s too good,” but ultimately I know I’m just kidding myself. I’ve had much more success when I share my lists with people than when I don’t. Now that I’ve sufficiently hyped this list far beyond what it deserves, here you go:

You may be noticing a trend – I also like Ancient Stirrings. After finally playing the card in Limited I’ve fallen in love. The card is seriously legit – it grabs lands! More on why I like this spell later, but I really like it in this deck because of the synergies I’ve run into with Halimar Depths and Jace, the Mind Sculptor in that it’s kind of like a shuffle effect. Meanwhile, it helps you dig for cards that matter to you like Khalni Garden or an Eldrazi.

That’s also what I’m trying to do with this version of Polymorph: actually cast my morph targets. The better strategy might be the way of the Woods with See Beyond shuffling your fatties back into the deck, but I have larger ambitions. When Polymorph just doesn’t work out I’m going to go long and toss a Hail Mary to the Michael Jordan of Eldrazi deep in left field. (I believe this is the only sports reference I’ve ever made in my writing. Riki and Zaiem will be proud. Go team that we like!)

Once again, Eldrazi Temple sometimes just gets in the way, but it’s more necessary here when you’re trying to get to fifteen mana. You need all the help you can get at that point. Everflowing Chalice is what makes this whole thing possible, though I do want to let you in on a little secret. Again, I had the urge to keep this secret, but I’m sure people are talking about it in other places anyway. What I’m trying to say is,

Garruk can untap Eldrazi Temple.

 

Eldrazi Temple 

Holey bologna Batman! Now THAT’S what I call mana! If you can get Garruk and two Eldrazi Temples going, you now have eight Eldrazi mana just between those two lands. Eight! Add in the other two mana you had to have to cast Garruk, and you’re just a hop away from a Kozilek. This is a strategy that deserves more looking into beyond any Polymorph shenanigans.

Speaking of PMS (see what I did there?) I want to take this moment to talk about my relationship with rogue decks. I often get people coming up to me, especially when a new set comes out, and saying “you’re going to love my deck I built around (card X)!” While I’m genuinely interested in seeing what craziness they have going on, the rogue decks I’ve really enjoyed in the past have all been built around an inherently powerful card. I don’t often take Archmage Ascension and jump through a bunch of hoops to make it work. To try to better explain myself, here’s a list of some of the rogue combinations I’ve really liked:

Mulldrifter, Shriekmaw, and reanimation (Makeshift Mannequin eventually, though I started with just straight-up and illegal Zombify)
Mishra, Epochrasite, Coalition Relic, and Triskelavus
Gifts Ungiven, Reveillark, and two-power creatures
Scapeshift, Steppe Lynx, and Knight of the Reliquary
Nantuko Husk, Caller of the Claw and Wirewood Herald, or Promise of Bunrei and Orzhov Pontiff

The thing about my combos is that the less I’m building around a single card the better off my decks tend to be. For example, the Kiki-Jiki, Mirror Breaker and Pestermite combo deck I played was full of synergy beyond the combo. Kiki-Jiki was good with any other creature (and pretty insane with Reveillark) and Reveillark was good with Trinket Mage and friends. Even the worst card in the deck, Pestermite, worked well in a deck with Gifts Ungiven, Mana Leak, and Thirst for Knowledge, and had just the right mix of disruption and aggression to actually work beyond the combo.

So while I can really appreciate the Pyromancer’s Ascension deck or the Enduring Ideal deck, it’s not really my style.

That’s why I feel so weird playing around with Polymorph. Traditionally I have hated this card. The idea of playing a combo deck that is all in on one card that is countered by instant speed removal, not to mention traditional counterspells, makes me sick. This is also why I originally despised the Vampire Hexmage and Dark Depths combo – each card is pretty terrible on its own, and there’s very little synergy with these cards outside the combo. It’s not like your Dark Depths was doing anything outside of Vampire Hexmage besides the incidental combo with thirty unused mana.

Except that sometimes, despite what my feelings tell me, these combos end up working. Sometimes they even end up being really good, and I don’t see them coming because I don’t like the idea from the start. Which is pretty sad for a “rogue” deckbuilder – I couldn’t even appreciate a 20/20 on turn two. So that’s why I’m now trying to open my eyes to a 15/15 on turn 4.

The World is Better than Ever

With (black rare from the new set) Mono-Black Control is back everybody! I hear this every time a new set comes out, and I’m sick and tired of it. I was listening to the Top8Magic podcast and I heard BDM suggest than maybe with Consuming Vapors, Mono-Black Control can be a real deck again. This was literally ten seconds after Mike Flores just finished explaining how, unlike Tendrils of Corruption, Consuming Vapors does not have to go into a mono-black deck. Yet, for some reason, even good sane people have this tendency to think in terms of Mono-Black Control for no reason. A part of people just think that, because the deck was good in the past, the strategy might work again, even though there is no incentive to just run Swamps! I’ve never heard anybody say, upon the revealing of a good new black card, that “Blue/Black Control is back!” even though we’ve had multiple seasons with a good Blue/Black Control deck. People just want Mono-Black to work so much.

The same thing happens every time we get a new Anarchist. Warp World is back! Hey Nucklavee, thanks for making Warp World a contender! Except that Warp World has never really been a contender. It’s always had the same problems. What happens if you don’t draw Warp World? What happens if they counter or make you discard Warp World? What happens if they kill you before you Warp World? What happens if they cast Wrath of God before you Warp World? Heck, what happens if you actually make your position worse after casting Warp World?

That’s why I was not at all excited about Mnemonic Wall bringing back Warp World, and I knew I would never touch the deck. It just can’t work. It hasn’t worked in the past, so there’s no reason it should work now.

Except that we’ve never had a set this incredibly good for the card Warp World before. Seriously, I’m trying to find the words to describe what this set did for Warp World without being disrespectful. Warp World likes a card that can turn into multiple permanents on the board all by itself. Warp World likes mana. Warp World likes cards that are meaningful post-Warp World. Warp World, meet Eldrazi spawn.

Spawn tokens do everything you want in this deck. They accelerate you into Warp World while the extra ones turn in to permanents. We’ve got a whole class of cards like Kozilek’s Predator and Emrakul’s Hatchling that are just dying to find a Warp World. And find one they did:

Again, Awakening Zone finds its way right into a deck. I really like the Zone in this deck because it’s a way to affect the board without being threatened more by a Day of Judgment.

You’ll also notice this is my second list so far with Eldrazi Monument. I was trying to solve the problem of not drawing Warp World, and often times getting an Eldrazi Monument to stick is just as good. The card is incredibly powerful. You also get the added bonus of it putting you into an much better position post-Warp World, especially if your opponent hits a Baneslayer Angel or Sphinx of Jwar Isle. It’s cards like Eldrazi Monument that make me think this time things could be different. This time the Warp World deck might actually be competitive.

Kozilek serves almost as a second Warp World. He’s not as good, and you’ll find that you can still lose games after casting an Eldrazi, but he’s still pretty awesome. Balancing the manabase to fit in Eldrazi Temple while still being able to hit RRR consistently (because nothing is worse than being in a perfect Warp World position but being short red) is important.

I am currently playing without Mnemonic Wall. I’m finding that just casting a Warp World once puts you so far ahead that there’s no reason to keep it going. Hitting an Eldrazi Monument has to be just straight-up better than hitting a Mnemonic Wall anyway. However, if you wanted to add Mnemonic Wall, then it’s easy to just add an Island for your saclands. Also, if you go that route and you want to be fancy, try playing a [card]Kazandu Refuge[/card]. Infinite Warp Worlds = infinite life!

I also think there’s another version of this deck that looks mire like Eldrazi green, but with red mana. The Eldrazi Spawn makers become better overall creatures like Master of the Wild Hunt and Siege-Gang Commander. I think you have to lose the big-mana Eldrazi plan, but Warp World is probably still devastating in that deck. It’s worth a shot.

All Together Now

So what have we learned so far? Awakening Zone is good. Eldrazi Temple and Eldrazi are good. Ancient Stirrings is good. What happens when you put all these things together into a shell that’s already proven itself to be somewhat effective?

Finally, a true Eldrazi green deck! Eldrazi Green hasn’t seen much success lately, but anytime somebody talks about the deck you hear about how Eldrazi Monument is their best card. This deck gets crushed in certain matchups, except for the games it has Eldrazi Monument. This is where Ancient Stirrings come in. The card does wonders for this deck by greatly increasing your chances of finding an Eldrazi Monument.

Toss in some Eldrazi and now you can even find threats with Ancient Stirrings. I’ve found that the Eldrazi creature strategy works really well in this deck because there’s hardly a better outlet for your mana than a Kozilek. The deck can hit hard from so many angles with rough beaters like Leatherback Baloth and Master of the Wild Hunt, board-breakers like Eldrazi Monument, and game-crushers like the Eldrazi. I’ve got the four-way split to see which ones I like, though with only one Eye of Ugin you’re probably better off just sticking with one or two choices.

I know this list is far from ideal (3 Leatherback Baloth can’t be right) and there are cards that are unfortunately missing (like Momentous Fall) but this list has been doing things I like. I think an Ancient Stirrings-fueled Eldrazi green deck is going to be very competitive come Standard PTQs. I’m not sure if the Eldrazi monster plan is worth it, but the green base is so hard-hitting and powerful that I’m convinced there are some combinations of cards that will work.

The All You Can Eat Zone

So there you have it, a smorgasbord of decklists featuring some shiny new toys. These lists aren’t perfect yet, but I like where the ideas are going. Will the standard metagame allow Awakening Zone to have its day? I sure hope so. The card is very powerful and lets you do some pretty crazy things. Then again, if people start playing more Earthquakes then I might be sad casting Noble Hierarch on turn one.

Maybe it’s time for me to build some non-green decks for a change. We’ve got a PTQ season and Regionals coming up fast, so I better hustle. Hopefully we’ll find a way to take the big dogs, Jund and UW, down with style. Here’s hoping you can feel the joy of untapping Eldrazi Temple with Garruk.

Thanks for reading,

Jonathon Loucks
Loucksj at gmail
JonLoucks on Twitter
Zygonn on Magic Online

40 thoughts on “Rogue Report – Wake Up and Smell the Eldrazi”

  1. Why do you like Artisan of Kozilek so much? I think LSV nailed why it’s so bad in his set review. Anything seems better than it. Also, in Warp World, Ulamog should be in there somewhere. Destroying a problem permanent is pretty awesome sometimes…

    overall, nice job re-evaluating your strengths and weaknesses as a deckbuilder and deck critic though.

  2. Looks like fun but while Warp still has the problems it’s always had this set does make it look SO much more fun :]

  3. Why are you playing with Eye of Ugin? It seems like a really bad land, especially in the first and second decks where you are playing a total of four Eldrazi in each.

  4. Thanks for a great article, Best post RoE standard article I’ve seen so far.

    Keep up the good work!

  5. I want to Warp world into Emrakul and the new threaten dragon. (I think it can target your own creatures) Also how often in your warp world would Kozilek legend rule and how often would you miss out on the 5 other things that do something other than produce mana and chump block. (and attack for 2 or 3)

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  7. Destructror Dan

    bad decks or not i liked the article

    can you get some results with these eldrazi decks plz

  8. i tried a mono-green eldrazi ramp right after ELD official release and i ha d a ton of fun.

    In this aritcle i find a lot of ideas that i had put in that deck:

    I had 8 Turn2 accellerator (4 explore and 4 rampant growth).
    Exlore is great with temples, eye of ugin and khalni Garden.
    Garruk is amazing with temple.
    A turn 2 Exloration/growth with forest and temple can lead to a turn 3 Garruk.
    On turn 4, if you draw a second eldrazi temple or an eye of ugi you have:
    3 Forests, 2 temple or 3 forests, 1 temple, 1 eye = KOZILEK MANA!
    ot of just 2 cards (and 4 lands)

    in my list i also run 3 Expedition map.
    Ancient stirring is the nut, you can grab any land,eldrazi or expedition map.
    Expedition Map can fetch eye of Ugin and Eye can grab any eldrazi.
    I also played 4 All is dust.
    It is a nonmbo with garruk but i can usually power it out on turn 4-5 and it helps a lot against many decks (allies simply can’t win).
    Running Garruk i usually draw more tha one.

    I think i could try to remove all is dust and try the way with Eldrazi monument, making all the token 0/1 indestructible and Flygin seems amazing and ancient stirring can fetch monument too.
    also, i can play growth chamber (i didn’t fearing i had to blow it up with all is dust).

    Thanks for the great article and the fantastic ideas!!!

  9. Your sports analogy is screwed up – if you’re going long to Michael Jordan, you’d be in the back nine.

  10. David88: Manticore specifically says “target creature your opponent controls”. This is obviously to avoid being able to give *itself* haste, but it doesn’t work on your own Emrakul either.

  11. I like the slam on Monoblack Control. I love Monoblack control, but I’ll agree with you that there is no point in keeping it straight black. I know there’s Tendrils of Corruption, but that one card is not enough to force the land base. People also are in love with Consume the Meek. People, how often did Culling Sun see play? It’s virtually the same card, and the only deck I’ve seen with Culling Sun is Glittering Wish control in Legacy. I digress…

    It’s pretty much people taking what works and improving upon it. Polymorph worked with Iona, so people are trying with Eldrazi. Warp World worked (but never made it to the top), so people are trying with the Spawn. The list continues with Enchantress, Sligh, etc.

    And if you decide to give Extended a shot, try Awakening Zone with Glare of Subdual. I doubt Warp World will be good in Extended (a guy can dream), but I loved playing it with Twinning Glass around Lorwyn time.

  12. Out of all the writers on CF, I look forward to Loucks’s articles and zany ideas the most, hands down.

  13. I really don’t like 3 Kozilek in the Warp World deck. He may be the easiest game-crushing monstrosity to cast and drawing 4 helps you dig for Warp, but legend ruling him out seems like the worst thing ever. I’d probably go 1 Ulamog, 1 Kozilek, +1 Avenger of Zendikar.

  14. I really like your article this week, and generally look forward to them a great deal more than others as we tend to think along the same lines. One of the biggest problems I have with Warp World is it’s an awkward 8 mana spell, that doesn’t always win the game. Yes, the decks you’ve built have ways to win without it, but it still feels like a bit of a gamble. I did have some success with a Ob Nix/warp world deck a while back, and I will probably try it again with some spawn makers. You are right about one thing though, if there’s ever been a card pool that makes Warp World good, it’s right now.

  15. Polymorph is legit as a straight-up combo deck that occasionally can hard-cast when playing U/W control. I’ve had a lot of success in testing, and it performs best against the two -best- decks in the format – Jund and U/W control.

  16. Hi! I was personally toying with a few eldrazi lists, and I found this one to be my favorite : I played it at an FNM and ended up second, losing to naya allies. If was just wondering if you saw any major flaw and/or had any idea to make the deck a little better.

    Here’s the list :
    //Lands
    -1 Seijeri Steppe
    -1 Eye of Ugin
    -4 Eldrazi Temple
    -3 Plains
    -5 Forests
    -4 Misty Rainforest
    -3 Arid Mesa
    -3 Stirring Wildwood
    //Creatures
    -4 Overgrown Battlement
    -4 Knight of the Reliquary
    -4 Birds of Paradise
    -4 Lotus Cobra
    -2 Artisan of Kozilek
    -2 Terastodon
    -2 Kozilek, Butcher of Truth
    -2 Ulamog, the Infinite Gyre
    //Spells
    -2 Awakening Zone
    -2 Ancient Stirrings
    -2 Eldrazzi Conscription
    -2 Everflowing Chalice
    -4 Summoning Trap

    //Sideboard
    -2 Wall of Reverence
    -4 Lapse of Certainty
    -2 Emerge Unscathed
    -3 Day of Judgment
    -4 Path to Exile

  17. Is annihilator enough to make cheating Eldrazi into play worthwhile. Yes, annihilator attacking on turn 3-4 with polymorph demands an answer immediately or the opponent loses, but since you do not get their “cast” (not ETB) bonuses when you polymorph into them isn’t Iona (thanks to her ability to lock out a color and protect herself) simply a more reliable target?

    I appreciate the exploration – and also think ancient stirrings has some serious potential.

  18. I’ve been thinking about a Warp World with ROE (as its my current deck) and I’m just not sure putting in 3 Kozileks is a good idea… Unlike, say, Ob Nixilis, if you flip up more than 1, you get nothing (other than a reshuffled graveyard). I’d maybe put 1 of each of the legendary eldrazi in there… I’m not sure if that’s actually better than just getting black into the deck and putting Ob Nixilis in there, but certainly they can be tough creatures to deal with. I also wonder whether it’s worth taking out Siege-Gangs for the Hatcher… The problem with Warp World is a complete lack of removal… Siege-Gangs (and sometimes Bogardan Hellkites) basically act as the decks sole removal package (pre-board). Is having the extra ramp from the Hatcher worth sacrificing the decks only potential removal?

  19. Alex-

    What does Jund run that can kill Emrakul? Obviously cutting black off for them is probably enough to win, but a 15/15 flying/protection from colored spells is also probably enough. Unless they start siding in Gatekeepers or Fleshbag Marauders, Emrakul actually seems more vulnerable against White (Journey to Nowhere, etc).

  20. If you want to have a plan B in Warp World, try Vicious Shadow instead of Eldrazi Monument. It will crush your opponent if you have a couple of Eldrazi spawns sitting around.

  21. @Olin- Instant speed in mono-color is preeeeety huge. Wrathing away a thrinax on their turn is MUUUUUCH better than on yours.

    @Leshrac Consuming Vapors sure does nail Emrakul pretty [email protected] well.

  22. I think that explore may deserve a slot in your polymorph deck, to excelerate you with the 8 tap lands and just occasionally dropping 2 temples.

  23. The Warp deck probably have some of the worst cascades ever. It is not like jund where every cascade is awesome. Also +master of the wild hunt, + siege gang – emrakul’s hatcher – kozilek -kozilek’s predator is probably better

  24. For Warp World, have you considered Prophetic Prism? It can help your Eldrazi Temples make RRR while basically just cycling into a permanent. Something similar could be said of Spreading Seas, but serving a different purpose (slowing your opponent down a little and potentially completely stunting them post WW, all while drawing you more cards). Just a thought.

  25. I included keeper of progenitus in my eldrazi deck and it ramps really fast, especially with a splinter twin attached. I hard cast emrakul all the time. Splinter twin work great with any of the spawn making creatures as well. 🙂

  26. What Mark said. Consuming Vapors, collect 15 life, win. Iona shuts off a Jund deck, whereas Emrakul leaves it a gigantic out.

  27. ….unless you have a bunch of extra tokens in play thanks to all the token generators your polymorph deck should have…

  28. @MarkW

    I don’t think the instant speed matters too much.

    My issue is two parts. First, it doesn’t hit important creatures like Bloodbraid Elf, Vengevine, Baneslayer Angel and other greater than 3 CMC creatures. This wouldn’t be an issue if Consume were less than 5 mana, but at its current cost and with a meta with relevant high CMC, I’d prefer a more general board clearer.

    Second, I’d usually prefer Smother over this since this comes down too late. I’d like Smother rather than sponging hits from a Putrid Leech or Rhox War Monk. The power level of CMC 3 and below creatures is just too high to warrant waiting to gain card advantage.

  29. @Olin

    Culling Sun is a Sorcery…Consume the Meek is instant speed. Enormous difference there. Namely, you don’t tap on your turn. Great for any permission decks. How many allies are 4+ casting cost? Just to name one example.

  30. Consume the Meek isn’t supposed to be maindecked… Unless you just want like, I dont know, one or something.

    But notice Junds worst matchups.

    And also notice the decks that are popular that consume the meek destroys.

    No, it doesnt kill bloodbraid elf, or vengivine or whatever… But um, who cares? You have tons of other removal, and those cards are NOT the most poptimal cards to be aiming removal at anyways. You cant kill a ranger… But you can certainly kill what he brings around. You cant kill bloodbraid, but if he cascades into a creatures that creature is also smoked.

    How about vengy? Well, if you kill him and they just play two more creatures it really doesnt matter.

    Consume the Meek is the type of card that isn’t that good when it’s bad.. But I dont really care. It’s not good against baneslayer, but I wouldn’t be happy with a wrath effect against some sort of U/W control deck anyways. Consume the Meek does one thing that’s nice… It gets rid of tons of other threats so your spot removal can remove the bigger men. The fact that it can kill all those pesky protection guys in white decks, beat manlands in a pinch, and even eat mana guys and knight of the reliquary is reason enough for me to warrent playing some in Junds s/b. It also is very good against allies, as it only cares about casting cost and allows you to save your bolts/terminates for talus paladins.

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